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shader_type canvas_item; | |
void fragment() { | |
vec4 left = texture(SCREEN_TEXTURE, SCREEN_UV); | |
vec4 right = texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.005, 0.001)); | |
vec3 color = vec3(left.r, right.gb); | |
color = clamp(color, 0.0, 1.0); | |
COLOR = vec4(color, 1.0); | |
} |
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shader_type canvas_item; | |
// change these values to 0.0 to turn off individual effects | |
const float vertJerkOpt = 1.0; | |
const float vertMovementOpt = 1.0; | |
const float bottomStaticOpt = 1.0; | |
const float scalinesOpt = 1.0; | |
const float rgbOffsetOpt = .5; | |
const float horzFuzzOpt = 1.0; |
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shader_type canvas_item; | |
uniform sampler2D noise_tex; | |
// set the colors in shader params | |
uniform vec4 color_blend : hint_color; | |
uniform vec4 color_blend_2 : hint_color; | |
uniform float PI = 3.1415; | |
void fragment(){ | |
vec2 move = vec2(sin(TIME + UV.y * PI) * 0.001, TIME * 0.01); |
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shader_type canvas_item; | |
render_mode blend_mix; | |
uniform float squash_power = 0.0; | |
uniform float squash_position = 0.0; | |
void fragment() { | |
vec2 uv = SCREEN_UV; | |
float PI = 3.14159; |
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shader_type canvas_item; | |
uniform bool apply = true; | |
uniform float amount = 1.0; | |
uniform sampler2D offset_texture : hint_white; | |
vec4 hash42(vec2 p){ | |
vec4 p4 = fract(vec4(p.xyxy) * vec4(443.8975,397.2973, 491.1871, 470.7827)); | |
p4 += dot(p4.wzxy, p4 + 19.19); | |
return fract(vec4(p4.x * p4.y, p4.x * p4.z, p4.y * p4.w, p4.x * p4.w)); |
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shader_type canvas_item; | |
float Less(float x, float value) { | |
return 1.0 - step(value, x); | |
} | |
// Will return a value of 1 if the 'x' is >= 'lower' && < 'upper' | |
float Between(float x, float lower, float upper) { | |
return step(lower, x) * (1.0 - step(upper, x)); | |
} |
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shader_type canvas_item; | |
uniform float precision; | |
uniform float hue; | |
const mat3 rgb2yiq = mat3(vec3(0.299, 0.587, 0.114), vec3(0.595716, -0.274453, -0.321263), vec3(0.211456, -0.522591, 0.311135)); | |
const mat3 yiq2rgb = mat3(vec3(1.0, 0.9563, 0.6210), vec3(1.0, -0.2721, -0.6474), vec3(1.0, -1.1070, 1.7046)); | |
void fragment() { | |
vec3 yColor = rgb2yiq * texture(SCREEN_TEXTURE, SCREEN_UV).rgb; |
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shader_type canvas_item; | |
render_mode unshaded; | |
uniform vec4 color : hint_color; | |
uniform int blurSize : hint_range(0,30); | |
void fragment() | |
{ | |
mat3 transform = mat3(vec3(3,-0.4,-.35),vec3(.2,3,-.3),vec3(.2,1.5,1)); | |
vec3 coords = vec3(SCREEN_UV,1.0)*transform; |
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shader_type canvas_item; | |
uniform float _PI = 3.1415926535897932384626433832795; | |
uniform float xx = 4.0; | |
uniform float yy = 2.0; | |
vec2 getPixelShift(vec2 center,vec2 pixelpos,float startradius,float size,float shockfactor, vec2 iResolution) { | |
float m_distance = distance(center,pixelpos); | |
if( m_distance > startradius && m_distance < startradius+size ) { | |
float sin_dist = sin((m_distance -startradius)/size* _PI )*shockfactor; | |
return ( pixelpos - normalize(pixelpos-center)*sin_dist )/ iResolution.xy; |
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shader_type canvas_item; | |
uniform sampler2D palette_tex; //Palette to reference, this should be a 1-pixel tall texture containing your palette info | |
uniform vec4 outline_col : hint_color; //Outline color | |
void fragment() { | |
//Get red value and sample palette based on it | |
float pal_sample = texture(TEXTURE,UV).r; | |
vec4 col = texture(palette_tex,vec2(pal_sample,0)); |